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<div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">/*</span>
<a name="l00002"></a>00002 <span class="comment"> * Copyright (c) 2010-2011, NVIDIA Corporation</span>
<a name="l00003"></a>00003 <span class="comment"> * All rights reserved.</span>
<a name="l00004"></a>00004 <span class="comment"> *</span>
<a name="l00005"></a>00005 <span class="comment"> * Redistribution and use in source and binary forms, with or without</span>
<a name="l00006"></a>00006 <span class="comment"> * modification, are permitted provided that the following conditions are met:</span>
<a name="l00007"></a>00007 <span class="comment"> *   * Redistributions of source code must retain the above copyright</span>
<a name="l00008"></a>00008 <span class="comment"> *     notice, this list of conditions and the following disclaimer.</span>
<a name="l00009"></a>00009 <span class="comment"> *   * Redistributions in binary form must reproduce the above copyright</span>
<a name="l00010"></a>00010 <span class="comment"> *     notice, this list of conditions and the following disclaimer in the</span>
<a name="l00011"></a>00011 <span class="comment"> *     documentation and/or other materials provided with the distribution.</span>
<a name="l00012"></a>00012 <span class="comment"> *   * Neither the name of NVIDIA Corporation nor the</span>
<a name="l00013"></a>00013 <span class="comment"> *     names of its contributors may be used to endorse or promote products</span>
<a name="l00014"></a>00014 <span class="comment"> *     derived from this software without specific prior written permission.</span>
<a name="l00015"></a>00015 <span class="comment"> *</span>
<a name="l00016"></a>00016 <span class="comment"> * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS &quot;AS IS&quot; AND</span>
<a name="l00017"></a>00017 <span class="comment"> * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED</span>
<a name="l00018"></a>00018 <span class="comment"> * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE</span>
<a name="l00019"></a>00019 <span class="comment"> * DISCLAIMED. IN NO EVENT SHALL &lt;COPYRIGHT HOLDER&gt; BE LIABLE FOR ANY</span>
<a name="l00020"></a>00020 <span class="comment"> * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES</span>
<a name="l00021"></a>00021 <span class="comment"> * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;</span>
<a name="l00022"></a>00022 <span class="comment"> * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND</span>
<a name="l00023"></a>00023 <span class="comment"> * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT</span>
<a name="l00024"></a>00024 <span class="comment"> * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS</span>
<a name="l00025"></a>00025 <span class="comment"> * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.</span>
<a name="l00026"></a>00026 <span class="comment"> */</span>
<a name="l00027"></a>00027 
<a name="l00028"></a>00028 <span class="preprocessor">#pragma once</span>
<a name="l00029"></a>00029 <span class="preprocessor"></span>
<a name="l00030"></a>00030 <span class="preprocessor">#include &lt;<a class="code" href="bvh_8h.html" title="Entry point to the generic Bounding Volume Hierarchy library.">nih/bvh/bvh.h</a>&gt;</span>
<a name="l00031"></a>00031 <span class="preprocessor">#include &lt;<a class="code" href="vector_8h.html" title="Define linear-algebra vector classes.">nih/linalg/vector.h</a>&gt;</span>
<a name="l00032"></a>00032 <span class="preprocessor">#include &lt;<a class="code" href="bbox_8h.html" title="Defines an axis-aligned bounding box class.">nih/linalg/bbox.h</a>&gt;</span>
<a name="l00033"></a>00033 <span class="preprocessor">#include &lt;<a class="code" href="bintree__node_8h.html" title="Define CUDA based scan primitives.">nih/bintree/bintree_node.h</a>&gt;</span>
<a name="l00034"></a>00034 <span class="preprocessor">#include &lt;<a class="code" href="bintree__gen__context_8h.html" title="Defines the context class for the binary tree generate() function.">nih/bintree/cuda/bintree_gen_context.h</a>&gt;</span>
<a name="l00035"></a>00035 <span class="preprocessor">#include &lt;thrust/device_vector.h&gt;</span>
<a name="l00036"></a>00036 
<a name="l00037"></a>00037 <span class="keyword">namespace </span>nih {
<a name="l00038"></a>00038 <span class="keyword">namespace </span>cuda {
<a name="l00039"></a>00039 
<a name="l00040"></a>00040 <span class="keyword">namespace </span>binned_sah {
<a name="l00041"></a>00041 
<a name="l00042"></a><a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_bin.html">00042</a>     <span class="keyword">struct </span><a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_bin.html">Bin</a>
<a name="l00043"></a>00043     {
<a name="l00044"></a>00044         float4 bmin;
<a name="l00045"></a>00045         float4 bmax;
<a name="l00046"></a>00046 
<a name="l00047"></a>00047         FORCE_INLINE NIH_HOST_DEVICE int32 get_size()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> binary_cast&lt;int32&gt;( bmin.w ); }
<a name="l00048"></a>00048         FORCE_INLINE NIH_HOST_DEVICE <span class="keywordtype">void</span>  set_size(<span class="keyword">const</span> int32 x) { bmin.w = binary_cast&lt;<span class="keywordtype">float</span>&gt;(x); }
<a name="l00049"></a>00049     };
<a name="l00050"></a><a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_split.html">00050</a>     <span class="keyword">struct </span><a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_split.html">Split</a>
<a name="l00051"></a>00051     {
<a name="l00052"></a>00052         NIH_HOST_DEVICE <a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_split.html">Split</a>() {}
<a name="l00053"></a>00053         NIH_HOST_DEVICE <a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_split.html">Split</a>(int32 <span class="keywordtype">id</span>, int32 plane) : task_id(<span class="keywordtype">id</span>), best_plane(plane) {}
<a name="l00054"></a>00054 
<a name="l00055"></a>00055         int32 task_id;
<a name="l00056"></a>00056         int32 best_plane;
<a name="l00057"></a>00057     };
<a name="l00058"></a><a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_queue.html">00058</a>     <span class="keyword">struct </span><a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_queue.html">Queue</a>
<a name="l00059"></a>00059     {
<a name="l00060"></a>00060         <a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_bin.html">Bin</a>*    bins;
<a name="l00061"></a>00061         <a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_split.html">Split</a>*  splits;
<a name="l00062"></a>00062         uint32* offsets;
<a name="l00063"></a>00063         int32   size;
<a name="l00064"></a>00064     };
<a name="l00065"></a><a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_objects.html">00065</a>     <span class="keyword">struct </span><a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_objects.html">Objects</a>
<a name="l00066"></a>00066     {
<a name="l00067"></a>00067         int4*       bin_ids;
<a name="l00068"></a>00068         int32*      split_ids;
<a name="l00069"></a>00069         int32*      node_ids;
<a name="l00070"></a>00070         uint32*     index;
<a name="l00071"></a>00071     };
<a name="l00072"></a><a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_bbox.html">00072</a>     <span class="keyword">struct </span><a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_bbox.html">Bbox</a>
<a name="l00073"></a>00073     {
<a name="l00074"></a>00074         float3 bmin;
<a name="l00075"></a>00075         float3 bmax;
<a name="l00076"></a>00076     };
<a name="l00077"></a><a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_bins.html">00077</a>     <span class="keyword">struct </span><a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_bins.html">Bins</a>
<a name="l00078"></a>00078     {
<a name="l00079"></a>00079         float3* bmin;
<a name="l00080"></a>00080         float3* bmax;
<a name="l00081"></a>00081         <span class="keyword">volatile</span> int32* size;
<a name="l00082"></a>00082     };
<a name="l00083"></a>00083 
<a name="l00084"></a>00084 } <span class="comment">// namespace binned_sah</span>
<a name="l00085"></a>00085 
<a name="l00090"></a>00090 
<a name="l00091"></a>00091 
<a name="l00092"></a>00092 
<a name="l00093"></a>00093 
<a name="l00094"></a>00094 
<a name="l00095"></a>00095 
<a name="l00096"></a>00096 
<a name="l00097"></a><a class="code" href="structnih_1_1cuda_1_1_binned__sah__builder.html">00097</a> <span class="keyword">struct </span><a class="code" href="structnih_1_1cuda_1_1_binned__sah__builder.html">Binned_sah_builder</a>
<a name="l00098"></a>00098 {
<a name="l00104"></a><a class="code" href="structnih_1_1cuda_1_1_binned__sah__builder.html#aa63d7a78d801ae4bf48f61cc84733de8">00104</a>     <a class="code" href="structnih_1_1cuda_1_1_binned__sah__builder.html#aa63d7a78d801ae4bf48f61cc84733de8">Binned_sah_builder</a>(
<a name="l00105"></a>00105         thrust::device_vector&lt;Bvh_node&gt;&amp;         nodes,
<a name="l00106"></a>00106         thrust::device_vector&lt;uint2&gt;&amp;            leaves,
<a name="l00107"></a>00107         thrust::device_vector&lt;uint32&gt;&amp;           index) :
<a name="l00108"></a>00108         m_nodes( &amp;nodes ), m_leaves( &amp;leaves ), m_index( &amp;index )
<a name="l00109"></a>00109     {
<a name="l00110"></a>00110         m_init_bins_time          = 0.0f;
<a name="l00111"></a>00111         m_update_bins_time        = 0.0f;
<a name="l00112"></a>00112         m_sah_split_time          = 0.0f;
<a name="l00113"></a>00113         m_distribute_objects_time = 0.0f;
<a name="l00114"></a>00114     }
<a name="l00115"></a>00115 
<a name="l00124"></a>00124     <span class="keyword">template</span> &lt;<span class="keyword">typename</span> Iterator&gt;
<a name="l00125"></a>00125     <span class="keywordtype">void</span> <a class="code" href="structnih_1_1cuda_1_1_binned__sah__builder.html#a5fd96275420b12b971605663dc19b169">build</a>(
<a name="l00126"></a>00126         <span class="keyword">const</span> uint32    BINS,
<a name="l00127"></a>00127         <span class="keyword">const</span> <a class="code" href="structnih_1_1_bbox.html">Bbox3f</a>    bbox,
<a name="l00128"></a>00128         <span class="keyword">const</span> Iterator  bbox_begin,
<a name="l00129"></a>00129         <span class="keyword">const</span> Iterator  bbox_end,
<a name="l00130"></a>00130         <span class="keyword">const</span> uint32    max_leaf_size,
<a name="l00131"></a>00131         <span class="keyword">const</span> <span class="keywordtype">float</span>     max_cost = 1.8f);
<a name="l00132"></a>00132 
<a name="l00133"></a>00133     thrust::device_vector&lt;Bvh_node&gt;*    m_nodes;
<a name="l00134"></a>00134     thrust::device_vector&lt;uint2&gt;*       m_leaves;
<a name="l00135"></a>00135     thrust::device_vector&lt;uint32&gt;*      m_index;
<a name="l00136"></a>00136     uint32                              m_levels[128];
<a name="l00137"></a>00137     uint32                              m_level_count;
<a name="l00138"></a>00138     <a class="code" href="structnih_1_1_bbox.html">Bbox3f</a>                              m_bbox;
<a name="l00139"></a>00139     uint32                              m_node_count;
<a name="l00140"></a>00140     uint32                              m_leaf_count;
<a name="l00141"></a>00141 
<a name="l00142"></a>00142     <span class="keywordtype">float</span> m_init_bins_time;
<a name="l00143"></a>00143     <span class="keywordtype">float</span> m_update_bins_time;
<a name="l00144"></a>00144     <span class="keywordtype">float</span> m_sah_split_time;
<a name="l00145"></a>00145     <span class="keywordtype">float</span> m_distribute_objects_time;
<a name="l00146"></a>00146 
<a name="l00147"></a>00147     <span class="keyword">typedef</span> <a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_bin.html">binned_sah::Bin</a>     Bin;
<a name="l00148"></a>00148     <span class="keyword">typedef</span> <a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_bbox.html">binned_sah::Bbox</a>    <a class="code" href="structnih_1_1_bbox.html">Bbox</a>;
<a name="l00149"></a>00149     <span class="keyword">typedef</span> <a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_split.html">binned_sah::Split</a>   Split;
<a name="l00150"></a>00150     <span class="keyword">typedef</span> <a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_queue.html">binned_sah::Queue</a>   Queue;
<a name="l00151"></a>00151     <span class="keyword">typedef</span> <a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_objects.html">binned_sah::Objects</a> Objects;
<a name="l00152"></a>00152     <span class="keyword">typedef</span> <a class="code" href="structnih_1_1cuda_1_1binned__sah_1_1_bins.html">binned_sah::Bins</a>    Bins;
<a name="l00153"></a>00153 
<a name="l00154"></a>00154     thrust::device_vector&lt;float3&gt; m_bin_bmin;
<a name="l00155"></a>00155     thrust::device_vector&lt;float3&gt; m_bin_bmax;
<a name="l00156"></a>00156     thrust::device_vector&lt;int32&gt;  m_bin_size;
<a name="l00157"></a>00157     thrust::device_vector&lt;Bin&gt;    m_queue_bins;
<a name="l00158"></a>00158     thrust::device_vector&lt;Split&gt;  m_queue_splits;
<a name="l00159"></a>00159     thrust::device_vector&lt;uint32&gt; m_queue_offsets;
<a name="l00160"></a>00160 
<a name="l00161"></a>00161     thrust::device_vector&lt;int4&gt;   m_bin_ids;
<a name="l00162"></a>00162     thrust::device_vector&lt;int32&gt;  m_split_ids;
<a name="l00163"></a>00163     thrust::device_vector&lt;int32&gt;  m_node_ids;
<a name="l00164"></a>00164     thrust::device_vector&lt;uint32&gt; m_new_pos;
<a name="l00165"></a>00165     thrust::device_vector&lt;uint32&gt; m_counters;
<a name="l00166"></a>00166 };
<a name="l00167"></a>00167 
<a name="l00171"></a>00171 } <span class="comment">// namespace cuda</span>
<a name="l00172"></a>00172 } <span class="comment">// namespace nih</span>
<a name="l00173"></a>00173 
<a name="l00174"></a>00174 <span class="preprocessor">#include &lt;nih/bvh/cuda/binned_sah_builder_inline.h&gt;</span>
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